attribute highp vec4 vertex;
attribute highp vec4 texCoord;
attribute mediump vec3 normal;
uniform mediump mat4 matrix;
varying highp vec4 texc;

void main(void) {
	vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));
	gl_Position = matrix * vertex;
	texc = texCoord;
};
